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Mr Groch

Vehicle can't pass the bridge

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Hello

HMMWV from SLX vehicles

http://www.flashpoint1985.com/cgi-bin....t=72648

They can't pass the bridges - they are just geting stucked.

Can't drive forward and backward... I have been trying to

rise model in O2 (becouse they are bellow Y axis), but after this,

HMMWV will fly in the air, and they still can't pass the bridges...

It is problem with models or with configs? CfgSkeletons, CfgModels?

Thx for the help

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Dampers. They need to be either reconfigured or configured.

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Hmm.. On the model all looks ok, there are pravy predni tlumic, levy predni tlumic, etc... In proper place, i think (on LOD LandContact)...

HMMWV ir rolling properly on land...

What you think - what i must edit? Model, CfgKeletons, CfgModels, Animations?

Here you have config.cpp (just fragments for HMMWV):

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgSkeletons

{

class SLX_Car {

// has to be named same as cfgmodel class ?

isDiscrete=1;

skeletonInherit="";

skeletonBones[]=

{

"volant","",

"ShadowSteeringWheel","",

"FlatTireFR","",

"FlatTireFL","",

"FlatTireBR","",

"FlatTireBL","",

"levy predni tlumic","FlatTireFL",

"pravy predni tlumic","FlatTireFR",

"levy zadni tlumic","FlatTireBL",

"pravy zadni tlumic","FlatTireBR",

//"levy predni tlumic","",

//"pravy predni tlumic","",

//"levy zadni tlumic","",

//"pravy zadni tlumic","",

"levy predni","levy predni tlumic",

"pravy predni","pravy predni tlumic",

"levy zadni","levy zadni tlumic",

"pravy zadni","pravy zadni tlumic",

//"levy predni","",

//"levy dalsi","",

//"levy prostredni","",

//"levy zadni","",

//"pravy predni","",

//"pravy dalsi","",

//"pravy prostredni","",

//"pravy zadni","",

//"levy predni","",

//"pravy predni","",

//"levy zadni","",

//"pravy zadni","",

// "dvere1","",

// "ukaz_fuel","",

"ukaz_rpm","",

"ukaz_rychlo","",

"ukaz_rychlo2","",

"fuel_01","",

"fuel_1","",

"prop_01","",

"prop_02","",

"prop_2","",

"prop_1","",

"OtocVez","",

"damageVez","OtocVez",

"OtocHlaven","OtocVez",

"damageHlaven","OtocHlaven",

"trigger","damageHlaven",

"charging_handle","damageHlaven",

"feedtray_cover","damageHlaven",

"bolt","damageHlaven",

"magazine","damageHlaven",

"ammo_belt","magazine",

"antenna","",

//"DoorFL", "",

//"DoorFR", "",

//"DoorBL", "",

//"DoorBR", "",

"Door_1", "",

"Door_2", "",

"Door_3", "",

"Door_4", "",

"door_1_1", "",

"door_1_2", "",

"door_2_1", "",

"door_2_2", "",

"hood", "",

"trunk", "",

"damageHide",""

};

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgModels

{

class SLX_Vehicle

{

sectionsInherit="";

sections[]=

{

//"levy predni",

//"levy prostredni",

//"levy zadni",

//"pravy predni",

//"pravy prostredni",

//"pravy zadni"

"cislo",

"grupa",

"side",

"sektor",

"clan",

"clan_sign",

"podsvit pristroju",

"poskozeni",

"L svetlo",

"P svetlo",

"zasleh"

};

class Animations {};

};

class SLX_Car:SLX_Vehicle

{

sectionsInherit="SLX_Vehicle";

sections[]=

{

"ammo",

"sklo predni p",

"sklo predni l",

"zadni svetlo",

"brzdove svetlo",

"spz",

"karoserie",

"motor",

"zbran",

"vez",

"zbytek",

"levy predni",

"levy prostredni",

"levy zadni",

"pravy predni",

"pravy prostredni",

"pravy zadni",

// "clan",

// "clan_sign",

// "zasleh",

// "P svetlo",

// "L svetlo",

"palivo"

};

skeletonName="SLX_Car";

class Animations:SLX_CarAnimations {};

};

class SLX_HMMWV:SLX_Car;

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgVehicles

{

class HMMWV50 : Car {

model="\SLX_Veh\SLX_HMMWV_M2";

castDriverShadow = 1;

class AnimationSources

{

class belt_rotation

{

source = "reload";

// source="belt_rotation";

weapon = "M2";

};

class trigger

{

source = "reload";

weapon = "M2";

};

class bolt

{

source = "reload";

weapon = "M2";

};

//class bullets_hide

//{

// source = "reload";

// weapon = "M2";

//};

//class reload_magazine_hide:bullets_hide

//{

// source = "reload";

// weapon = "M2";

//};

class reload_tray_cover_open

{

source = "reload";

weapon = "M2";

// sourceAddress="mirror";

};

class reload_remove_bullets

{

source = "reload";

weapon = "M2";

};

class reload_remove_magazine

{

source = "reload";

weapon = "M2";

};

//class reload_charging_handle_back

//{

// source="reloadMagazine"; // The controller that provides input.

// weapon = "M2";

//};

//class reload_charging_handle_forward

//{

// source="reloadMagazine"; // The controller that provides input.

// weapon = "M2";

//};

//class reload_tray_cover_open

//{

// source="reloadMagazine"; // The controller that provides input.

// weapon = "M2";

//};

//class reload_bullets_pull

//{

// source="reloadMagazine"; // The controller that provides input.

// weapon = "M2";

//};

//class reload_magazine_remove_rotate

//{

// source="reloadMagazine"; // The controller that provides input.

// weapon = "M2";

//};

//class reload_magazine_remove

//{

// source="reloadMagazine"; // The controller that provides input.

// weapon = "M2";

//};

//class reload_tray_cover_close

//{

// source="reloadMagazine"; // The controller that provides input.

// weapon = "M2";

//};

//doors

class DoorFL

{

source = "user";

type="rotation";

animPeriod=.5;

selection="Door_1";

axis="axis_DoorFL";

angle0=0;

angle1=-1.5;

memory=0; //Is the axis defined in the memory level of the model or not?

minValue=0; //The minimum value of the motion range. i.e. The controller input when animation phase is 0.

maxValue=1; //The maximum value of the motion range. i.e. The controller input when animation phase is 1.

};

class DoorBL

{

source = "user";

type="rotation";

animPeriod=.5;

selection="Door_4";

axis="axis_DoorBL";

angle0=0;

angle1=-1.5;

};

class DoorFR

{

source = "user";

type="rotation";

animPeriod=.5;

selection="Door_2";

axis="axis_DoorFR";

angle0=0;

angle1=1.5;

};

class DoorBR

{

source = "user";

type="rotation";

animPeriod=.5;

selection="Door_3";

axis="axis_DoorBR";

angle0=0;

angle1=1.5;

};

class Hood

{

animPeriod=.5;

};

class Trunk

{

animPeriod=.5;

};

//flat tires

class FlatTireFL

{

animPeriod=.1;

};

class FlatTireFR:FlatTireFL {};

class FlatTireBL:FlatTireFL {};

class FlatTireBR:FlatTireFL {};

// {vehicle player animate [_x,random 1]} foreach ["hood","trunk","FlatTireFR","FlatTireFL","FlatTireBR","FlatTireBL"]

// [vehicle player,[["hood",.2],["trunk",1],["DoorFL",1],["DoorFR",1],["DoorBL",1],["DoorBR",1]]] exec "SLX_Veh\SLX_Doors_MP.sqs";

};

class Turrets : Turrets {

class MainTurret : MainTurret {

// minElev = -25;

// maxElev = 60;

// SLX MOD : Fit to mount limits.

minElev = -36;

maxElev = 36;

};

};

class HitLFWheel {

armor = 0.15;

material = -1;

name = "Levy predni tlumic";

visual = "Levy predni";

// passThrough = true;

passThrough = false;

};

class HitRFWheel {

armor = 0.15;

material = -1;

name = "Pravy predni tlumic";

visual = "Pravy predni";

// passThrough = true;

passThrough = false;

};

class HitLBWheel {

armor = 0.15;

material = -1;

name = "Levy zadni tlumic";

visual = "Levy zadni";

// passThrough = true;

passThrough = false;

};

class HitRBWheel {

armor = 0.15;

material = -1;

name = "Pravy zadni tlumic";

visual = "Pravy zadni";

// passThrough = true;

passThrough = false;

};

class Damage {

tex[] = {};

// mat[] = {"ca\wheeled\data\hmmwv_regular_1.rvmat", "ca\wheeled\data\hmmwv_regular_1.rvmat", "ca\wheeled\data\hmmwv_regular_1_destruct.rvmat", "ca\wheeled\data\hmmwv_hood.rvmat", "ca\wheeled\data\hmmwv_hood.rvmat", "ca\wheeled\data\hmmwv_hood_destruct.rvmat", "ca\wheeled\data\hmmwv_details.rvmat", "ca\wheeled\data\hmmwv_details.rvmat", "ca\wheeled\data\hmmwv_details_destruct.rvmat", "ca\wheeled\data\hmmwv_body.rvmat", "ca\wheeled\data\hmmwv_body.rvmat", "ca\wheeled\data\hmmwv_body_destruct.rvmat", "ca\weapons\data\m2.rvmat", "ca\weapons\data\m2.rvmat", "ca\weapons\data\m2_destruct.rvmat", "ca\tracked\data\detailmapy\m1abrams_mg_mount.rvmat", "ca\tracked\data\detailmapy\m1abrams_mg_mount.rvmat", "ca\tracked\data\detailmapy\m1abrams_mg_mount_destruct.rvmat", "ca\wheeled\data\hmmwv_clocks.rvmat", "ca\wheeled\data\hmmwv_clocks.rvmat", "ca\wheeled\data\hmmwv_clocks_destruct.rvmat"};

mat[] = {

"ca\wheeled\data\hmmwv_regular_1.rvmat", "ca\wheeled\data\hmmwv_regular_1.rvmat", "ca\wheeled\data\hmmwv_regular_1_destruct.rvmat",

"ca\wheeled\data\hmmwv_hood.rvmat", "ca\wheeled\data\hmmwv_hood.rvmat", "ca\wheeled\data\hmmwv_hood_destruct.rvmat",

"ca\wheeled\data\hmmwv_details.rvmat", "ca\wheeled\data\hmmwv_details.rvmat", "ca\wheeled\data\hmmwv_details_destruct.rvmat",

"ca\wheeled\data\hmmwv_body.rvmat", "ca\wheeled\data\hmmwv_body.rvmat", "ca\wheeled\data\hmmwv_body_destruct.rvmat",

"ca\weapons\data\m2.rvmat", "ca\weapons\data\m2.rvmat", "ca\weapons\data\m2_destruct.rvmat",

"ca\tracked\data\detailmapy\m1abrams_mg_mount.rvmat", "ca\tracked\data\detailmapy\m1abrams_mg_mount.rvmat", "ca\tracked\data\detailmapy\m1abrams_mg_mount_destruct.rvmat",

"ca\wheeled\data\hmmwv_clocks.rvmat", "ca\wheeled\data\hmmwv_clocks.rvmat", "ca\wheeled\data\hmmwv_clocks_destruct.rvmat"

};

};

// SLX ADD : Event handlers.

// class EventHandlers:Extended_EventHandlers

// {

// GetIn = "[_this select 0,_this select 1,_this select 2,""DoorFL"",""DoorFR"",""DoorBL"",""DoorBR""] exec ""\SLX_Veh\SLX_Doors_Car.sqs"";";

// GetOut = "[_this select 0,_this select 1,_this select 2,""DoorFL"",""DoorFR"",""DoorBL"",""DoorBR""] exec ""\SLX_Veh\SLX_Doors_Car.sqs"";";

//// Killed="{_this select 0 animate[_x,random 1]} foreach [""hood"",""trunk"",""DoorFL"",""DoorFR"",""DoorBL"",""DoorBR""]";

// Killed="[_this select 0,[[""hood"",random .2],[""trunk"",random 1],[""DoorFL"",random 1],[""DoorFR"",random 1],[""DoorBL"",random 1],[""DoorBR"",random 1]]] exec ""\SLX_Veh\SLX_Doors_MP.sqs"";";

// };

// SLX ADD : Show shadows inside.

viewDriverShadow=1;

viewCargoShadow=1;

};

class HMMWV : HMMWV50

{

model=\SLX_Veh\SLX_HMMWV.p3d;

};

EDIT: SLX_UAZ Inherits skeleton from SLX_Car also,

so tis is not CfgSkeletons, I think...

UAZ also inherits in CfgModels.... UAZ can pass bridges normally...

So maybe something in the model? Hmm.. I'm looking at this model, comparing to BIS sample model, and can't find a clue...

What do you think - what and where must I search those damper configurartion?

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I have replaced SLX Hammer p3d file with

Sample BIS p3d file, and it worked! I was able

to pass the bridge... So If I'm right - this is problem with model?

But what must I search in that model? I'm comparing it with

BIS model right now, and can't find that important difference :/

EDIT:

This is the p3d model of SLX HMMWV, can you pls check it?

Maybe someone will find was is responsible for that starnge

"bridge behaviour"

http://rapidshare.com/files/104498288/SLX_HMMWV.rar.html

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OK, I have fixed the problem biggrin_o.gif

There was bad named section in some LOD's wink_o.gif

Thx for help

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heh, I haven't save what I have done and I have short memory wink_o.gif

I think that the most important change was renaming section

in geometry lod - from levy predni, etc to levy predni tlumic.

I have also deleted section named levy predni tlumic, etc from

resolution and memory lods.

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There was a fix released recently.

Fix

yep, fixed by Mr Groch, then he knows about it smile_o.gif

anyway, Grochu, you rule! great job mate

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lol I am clueless rofl.gif

Didn't even see who started the post and who released the fix.

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